Why is bloom still here?

Nah I’m casual and I really dislike bloom. This is why I prefer CE even though I wasn’t born when it came out

Have you considered that projectile based weapons can achieve the same thing without introducing a coin toss into gunfights?

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And what is impacting your ability to play?

thats not true. There is no RNG in the spray pattern. Its the same every clip. Go to azolai’s clips on youtube. Just because you cant control recoil doesnt make you a better player lol.

lol so true. The recoil patterns are the same every time this means that u can recoil control but some halo players complain about everything and think that shooting straight is skill lmao.

I think I’m in the minority here but I think reticle bloom actually has a place in Halo. Reticle bloom informs the player how accuracy changes with rate of fire. If there exists any relationship between accuracy and RoF, bloom is necessary. That being said, I believe that bloom should only exist on non-precision automatic weapons.

Precision weapons should not have bloom or random spread but I don’t believe they should be 100% precise either. Bullet spread should be predictable and the player should be able to counter it. For example, vertical spread caused by recoil. The player can pull down their reticle while firing to minimize the amount of vertical spread.

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This is very well said and i like how u said it dude. 343i should take notes from apex’s weapon sandbox. Precision weapons like the wingman and the re45 do not have bloom on ads. Maybe they could incorporate something similar, like the reduced bloom presence once ads.

Literally just replace the sidekick with the wingman from Apex and make it the new starting weapon please and thank you 343.

No it wouldn’t, stop spreading -Yoink!-…
let’s take a look at two hypothetical weapons.

A has a potentially high ROF an bloom, so basically you have two different “perfect” TTKs. The first would be the mathematical TTK using the minimal stk and the fastest ROF (ignoring bloom). Let’s just say it’s 0.8s in this example. The second TTK would take pacing into consideration. Let’s place it at 1.2s

B has no bloom but an adjusted ROF. Say it’s perfect TTK (maximum ROF) is 1.2s.

So what would that mean.
B has a consistent potential to get kills at 1.2s at all ranges (obviously how often this happens, especially at long range is controlled by AA, RRR, player movement and stuff like projectile or not)

A has a consistent potential of getting kills at 1.2s as well but it also has a high chance of getting kills in less then 1.2s at close range and a medium chance of getting <1.2s kills at mid/long range. So no real consistency at all, not just for the players but for the devs as well.
A fixedROF/no bloom sandbox would allow for a much tighter control over the sandbox.

So which weapon is more likely to perform outside its “role”? The one that is consistent and allows for a tightly tuned sandbox or the one that is all over the place?

As long as it keeps gun within their bs range or it keeps certain guns weak they think it’s ok

You’re telling me that it’s not beneficial for the spamming player, to spam, when they can maintain a high chance of killing the pacer quicker than the pacer can kill them?

It’s not beneficial for the spammer, to have a lead, and in the end reach the finish line before the pacer?

If you know what spread is, then you understand the randomness, in which case you understand that as soon as you start spamming, you do not miss every single shot constantly.
If you know how spread function, you’re perfectly aware that a bullet can land where it needs to in order to kill someone, but it may as well not do it.

Pacing your shots only matter for as long as you can actually remain alive to land the last shot. That pacing skill won’t matter at all when people get “lucky” and kill you as they spam, and you rarely get to make the last killing shot.

Don’t like your answers?
You throw in random comments not related to anything I’ve said, refuse to answer anything I ask and deny simple statistics and probabilities which hold true no matter if the numbers used to illustrate the issue are real or not.

You’ve yet to provide any sort of argument as to why it’s beneficial to constantly pace your shots, and how this RNG spread you claim to understand isn’t rolling the dice.

You’ll have to start providing.

I don’t need to have the game infront of me to provide an illustration using what I use.
It’s simple statistics and probability, you’d have to disprove that, to get somewhere.

You’re saying a random number generator works differently based on weapon?

Ah yes, RNG in the code differentiate between if you’re a pro or not, is that what you’re saying?
But yes, yes they do. On a few occasions they even fire cross map and I didn’t see a single time where they were pacing their shots as long as they had clear view and line of fire to their target.
2:32 mark.

Then, other long distances:
8:10 mark
9:15 mark

And that’s what they’re showing.

Nope.

So why are you now moving away from bloom to escape tactics which play no role in how RNG work?

There’s people who get upset when no alternatives are presented, and then there’s this kind who get offended when alternatives are presented.

Pray tell, what have you provided other than “nopes, it doesn’t work like that” without any explanations as to why. Avoided answering questions. Provided statements and “answers” to things literally not in the posts you quote, make borderline insults on my skill and reading capabilities.

“blowing hot air” indeed…

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I do agree that Bloom is annoying, though I have to say calling Halo a “comp shooter” is really part of what makes the game problematic. It’s not some match of ultimate skill; there’s a lot of randomness to Halo by its design, so I think Bloom does have a place. That place is when using a weapon for a purpose other than its intent (i.e. trying to no-scope with the snipers). There should be some randomness when you try to do something that realistically shouldn’t work.

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If weapon B has the same TTK at all ranges how are you suppose to make a weapon fit into a certain range class?
If you made all weapons like weapon B then the AR and pistol would be competing with the BR and the commando.

A static spread makes it so that rng enforces a higher TTK on some weapons at longer ranges (but for weapons with a lower RoF the higher TTK that is caused by the spread can be swingy)
A variable spread (bloom) makes it so either rng causes a higher TTK if you spam (and has the same swingy TTK problem for low RoF weapons as above) or you pace your shots to get less RNG but still have a higher TTK.

I don’t think anyone has a problem with bloom on the AR, feathering the trigger at long ranges is a good mechanic and with the high RoF the TTK isn’t very swingy even at longer ranges.

The complaint about bloom with precision weapons I think comes from the fact that an unshielded headshot can decrease the TTK quite a lot, which increases the swingy-ness of the TTK for many low-RoF precision weapons.

Perhaps if weapons didn’t trigger headshots outside of their Red Reticle Range then the impact of bloom wouldn’t be felt so much, since you wouldn’t have the chance to get a lucky headshot. (However that would be another reason for 343 to really not remove RRR on the PC)

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Designing a sandbox based on range alone is a extremely shallow approach, especially for a arena style shooter like Halo.
You need to balance close range engagements by adding effective close range weapons with static spread rather then bloom (so they don’t overperform mid/long range) and you can create a “natural cap” to long range by making the weapons projectile based so hitting a moving target would get significantly harder the further away it is.

If anything bloom helps precision weapons to be less effective at mid/long range but relatively more effective a close range (since bloom doesn’t effect this range so much) which is the polar opposite of what most people asking for a range based sandbox want (considering they keep talking about AR being the go-to for short range and precision being for mid range)

The sounds terrible… headshot bonus on precision weapons is a staple of Halos gameplay. Don’t fix what’s not broken…

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How about you stop spreading shit?

Removing bloom allows players to remain accurate at little bit farther than intended.

Where’s the issue? The falsity? This is plain common sense. You don’t need all these numbers to know that.

They wouldn’t have implemented bloom in the first place if they didn’t want to cap the range.

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Agree to disagree. I’m arguing in circles with you and it’s not getting anywhere.

These numbers aren’t illustrating what you think they are. They need to be put into the context of halo infinite so I fully understand what you’re saying.

How? Bloom doesn’t effect the base precision of a weapon, if paced your accuracy doesn’t suffer. Bloom only stops you from using a weapon to its full potential.
So as long as you’re not trying to tell us that precision weapons are supposed to be short range, cqb weapons, bloom doesn’t allow players to remain accurate at distances further then intended…

Because “feels > reels”, right?

It’s not about range, if it was about range, slower projectile speed would be a much better solution.
I assume it’s about capping precision weapons in general.

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No. It’s because you’re doing a piss poor job of explaining your point and the numbers aren’t helping. At all.

I’m trying to explain why bloom is there and you keep repeating the same point like I didn’t already know that.

Yes. Bloom is rng. It’s supposed to be to bring certain weapons in line with others. So what?

Are you saying you’re losing gunfights because of bloom?

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It’s not nearly as bad as reach was… I hate reach because of how much bloom was on the DMR.

I don’t care about the AR and other full auto guns. Bloom makes sense there. I don’t want to be lasered from cross map by an AR.

But I can say, the bloom in this game isn’t bad, at all. The commando is the only gun that really has pretty horrendous bloom and that can easily be controlled by just tap firing. It pretty much goes away completely if you just tap fire. I was consistently out shooting BRs, and other full auto firing commandos by just tapping it.

All of this, exactly. Bloom is there so that different weapons have different roles and different strengths and weaknesses, and the simplicity of “This is a short-mid range automatic weapon that has a wider spread if you keep the trigger held down; fire full auto when you’re close up to the enemy and use short controlled bursts when you’re farther away” is a 100% reasonable way of balancing a sandbox.

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